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move:general [2013/12/11 11:17] Mistermind |
move:general [2022/12/06 02:53] FreedTerror |
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====== General Options ====== | ====== General Options ====== | ||
- | Set options | + | Set general |
- | {{ : | + | {{ : |
+ | |||
+ | ---- | ||
+ | |||
+ | **Gameplay Type:** Set the move to be either for 2D or 3D gameplay. 3D gameplay allows you to access the z axis on certain options. | ||
**Move Name:** The move name. This is the main identifier for this move. | **Move Name:** The move name. This is the main identifier for this move. | ||
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**FPS Architecture: | **FPS Architecture: | ||
- | **Attack Type:** If the attack | + | ==== Behavior ==== |
+ | |||
+ | **Ignore Gravity:** If this move is triggered in the air, should the character ignore the laws of physics for the duration of the move. | ||
+ | |||
+ | **Cancel Move When Landing:** | ||
+ | If the move was executed in the air, should it automatically cancel into the landing animation once it hits the ground? Enable | ||
+ | Disable this if you have moves that have their own landing animations or special moves that launches the character in the air but can be punished when they hit the ground. Make sure you apply the right amount of force so the whole animation can match the game's physics. | ||
+ | * **Link On Landing:** Select which move will play on landing. | ||
- | **Armor:** How many hits can a character | + | **Ignore Friction:** If force is applied to this character |
- | **Combat Stance:** Use this option to change between [[character: | + | **Auto-correct Rotation:** If this is toggled on, this move will automatically correct its rotation in case it crosses |
- | **Ignore Gravity:** If this move is triggered in the air, should the character ignore the laws of physics for the duration of the move? | + | (if Auto-correct Rotation) |
- | **Gauge (Meter) Options:** Set how much gauge the character will receive on hit, miss or block -or- how much gauge a move requires to be triggered by the player. | + | **Execution Cooldown:** Stops the move from being executed after being executed once. |
- | **Possible Stances:** Possible character positions in witch a move be executed by the player. The options are Stand, Crouch, Angled Jump, Straight Jump. You can set multiple possible stances to allow the move to be executed | + | (if Execution Cooldown) |
- | //Coming soon:// Forward Jump, Back Jump, Close to Opponent, Far from Opponent. | + | |
---- | ---- | ||
Code example: | Code example: | ||
- | <code c#>void OnHit(HitBox strokeHitBox, | + | <code c#>void OnHit(HitBox strokeHitBox, |
if (move.attackType == AttackType.EX) Debug.Log(" | if (move.attackType == AttackType.EX) Debug.Log(" | ||
}</ | }</ | ||
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- | [[move:introduction|< Back to Move Editor]] | + | [[move:start|< Back to Move Editor]] |